Bug: Alembic Import changing face count geometry issues.
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Hey everyone,
currently importing speedtree trees into maya and we have noticed serious issues with alembic import. There is a known problem with grow animation (geometry before the first frame of animation of the leaves is"stuck", and the full tree is visible before the first frame of leaf grow, essentially the full tree is visible on all frames where there actually is no geometry for the tree leaves, i.e. on all frames where there are actually 0 polygons in the shape). AFAIK Autodesk is aware of that. This issue does not happen in any other applications (Houdini, Cinema4D). So thats one problem with alembic import in maya which honestly absolutely needs to be fixed asap in my opinion as we're dealing with changing geometry counts (and zero faces) regularly. The only workaround is manually keyframing the visibiliy off/on before the frames the leaf geometry starts to appear (which absolutely requires a seperate shape for the leaves).
However, our problem is a different one, possibly related, hence to long wall of text. I can supply demo scenes if needed. I'll send in a bug report, although I'll just link to this thread since I honestly have to get the shots working and find a work around to this issue, and after days of troubleshooting a different maya issue I don't feel like playing beta-tester (again and again). It's frustrating lately, really. We've done extensive testing and yes, this is specific a Maya problem.
With grow and wind animation in the alembic caches, leaves are flickering when rendering with arnold. As always, we first assumed sampling problems, wind animation moving the leaves quite a large amount on the frame etc. However, that's not it. Locking sampling pattern does not help, sampling excessively with 20/4/4 doesn't help, it's not the shader of the leaves (simple lambert flickers as well), The geometry is corrupt in cyclic patterns of about 4-5 frames. The leaves seem to appear and disappear or flip normals. Post unlocking normals and soften/harden on the caches doesn't help. At first, we thought the problem was only apparent in rendering with arnold and might be translation-related and a normals issue, but that's also not it.
Mayas Viewport actually reveals the problem. The geometry is corrupt (in Maya, not in the cache, not any any other application):
Here are three frames from a playblast. This is with double-sided lighting on (so it's not a backface problem), so the leaves appear correct on the first frame, and corrupt on the last (dark backside). The middle frame actually reveals the triangles (weirdly) flipping (the whole mesh is triangulated from the start), as you can see the tips of the leaves suddenly shows a triangular hole.
Is this a known issue? Workarounds? Since the alembic cache works perfectly fine in Houdini (also no "stuck" geometry before first frame of action) it not the cache itself. We're currently searching for a workaround, but I'm honestly pretty close to just moving the whole shot over to Houdini. Sorry, we tried Maya.
Hope someone from Autodesk can chime in on the issue.
Maya 2018.6, Arnold 3.3.0, current Speedtree version, Windows 10 & macOS 10.13.X on different machines.